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Question by thenachotech1113 · Oct 17, 2012 at 12:05 AM · fpsmouselooksensitivity

I Want to change ,y sensibility on my MouseLook script

Im trying to make an fps, and i want the sensibility to lower when i`m scoping, so here is what i tried to do.

 var NewSensivility = 7;
 
 function Start () {
 var mouseLook : MouseLook;
 mouseLook = GetComponent(MouseLook);
 
 
 }
 
 function Update () {
 
 if (Input.GetMouseButtonDown(1)){
 
 var mouseLook : MouseLook;
 mouseLook = GetComponent(MouseLook);
 
 mouseLook.sensitivityX = NewSensivility;
 mouseLook.sensitivityY = NewSensivility;
 
 }
 
 }

and i want to change the sensitivityX and Y of the MouseLook that comes with Unity, i realy dont know how to use GetComponent.

here im adding the MouseLook script im uning

 using UnityEngine;
 using System.Collections;
 
 /// MouseLook rotates the transform based on the mouse delta.
 /// Minimum and Maximum values can be used to constrain the possible rotation
 
 /// To make an FPS style character:
 /// - Create a capsule.
 /// - Add the MouseLook script to the capsule.
 ///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
 /// - Add FPSInputController script to the capsule
 ///   -> A CharacterMotor and a CharacterController component will be automatically added.
 
 /// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
 /// - Add a MouseLook script to the camera.
 ///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
 [AddComponentMenu("Camera-Control/Mouse Look")]
 public class MouseLook : MonoBehaviour {
 
     public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
     public RotationAxes axes = RotationAxes.MouseXAndY;
     public float sensitivityX = 15F;
     public float sensitivityY = 15F;
 
     public float minimumX = -360F;
     public float maximumX = 360F;
 
     public float minimumY = -60F;
     public float maximumY = 60F;
 
     float rotationY = 0F;
 
     void Update ()
     {
         if (axes == RotationAxes.MouseXAndY)
         {
             float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
             
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
             
             transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
         }
         else if (axes == RotationAxes.MouseX)
         {
             transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
         }
         else
         {
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
             
             transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
         }
     }
     
     void Start ()
     {
         // Make the rigid body not change rotation
         if (rigidbody)
             rigidbody.freezeRotation = true;
     }
 }
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avatar image Alanimator · Oct 17, 2012 at 12:10 AM 0
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umm you need to set a var in your code so that is shows up in your inspector . i will simply give you a code . give me a few $$anonymous$$utes .

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Answer by Alanimator · Oct 17, 2012 at 01:24 AM

var target : Transform;

var distance = 10.0;

var xSpeed = 250.0;

var ySpeed = 120.0;

var yMinLimit = -20;

var yMaxLimit = 80;

private var x = 0.0;

private var y = 0.0;

@AddComponentMenu("Camera-Control/Mouse Orbit")

partial class MouseOrbit { }

function Start () {

 var angles = transform.eulerAngles;

 x = angles.y;

 y = angles.x;

 // Make the rigid body not change rotation

 if (rigidbody)

     rigidbody.freezeRotation = true;

}

function LateUpdate () {

 if (target) {

     x += Input.GetAxis("Mouse X") * xSpeed * 0.02;

     y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;

     y = ClampAngle(y, yMinLimit, yMaxLimit);

     var rotation = Quaternion.Euler(y, x, 0);

     var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;

     transform.rotation = rotation;

     transform.position = position;
 }

}

static function ClampAngle (angle : float, min : float, max : float) {

 if (angle < -360)

     angle += 360;

 if (angle > 360)

     angle -= 360;

 return Mathf.Clamp (angle, min, max);

}

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avatar image thenachotech1113 · Oct 17, 2012 at 01:29 AM 0
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wow dude thamks but, but what do i put in target?

avatar image Alanimator · Oct 20, 2012 at 02:22 PM 0
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you can just create an empty gameobject and make it a child of your character . make that the target .

because the script will be on the camera . make the camera a child of the gameobject .

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